﻿using System.Collections;
using System.Collections.Generic;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityEngine;
using UnityGameFramework.Runtime;

namespace Client {
    public class ProcedureLaunch : ProcedureBase
    {
        protected override void OnInit(IFsm<IProcedureManager> procedureOwner) {
            base.OnInit(procedureOwner);
        }

        protected override void OnEnter(IFsm<IProcedureManager> procedureOwner) {
            base.OnEnter(procedureOwner);
        }

        protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds) {
            base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
            ChangeState<ProcedurePreload>(procedureOwner);
        }

        protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown) {
            base.OnLeave(procedureOwner, isShutdown);
        }
    }    
}

